Nice, can't wait 'till the rules are worked out.
Finally could put this site's,
http://www.ozbricks.com/battlespace/ , ship designs into use.
I like Vangaurd(and Battlespace), but the horror of teaching my brother, and the next door 5th grader the rules, plus it'll take over 30 mins to design the specs, is... too much.(Plus I could never figure out a good scale to play on!)

Olothontor wrote:That it is. Oh, and as for IV Horseman's mention of Damage Rating, no, it's not a set number of damage, it's a set number of DICE. D6's, to be exact.

woahwoahwoahwoahwoah. WOAH. WOAH. slow down buddy. are you telling me that the lowest amount of damage that anything can do is 4d6 damage? that is TOO MUCH, MAN. i'm really sorry, but to make this viable and easy, you need to downsize this a LOT. most of us don't even HAVE 45 d6s that your ion cannons require (another misnomer made famous by command and conquer. ion cannon literally means that charged particles are fired at an object. you'll short out electronic components much like a concentrated EMP wave, but no real... damage will be done).

know why brikwars is fun? you're generally rolling 1 to 3 dice at a time. you'll go up to ten in only the rarest situations. now you're saying that you've got all these weapon classes with damage ratings (and i'm assuming firing ranges) that need to be memorized in such a grand scale? not to even mention the lack of a difference between lasers and phase weapons.

It was only two weeks ago, people were grumbling and groaning over how complex the vanguard rules were. Oh noes, the Newtonian physics. Oh noes, the whatever other specific thing. I told them all at the time that once people got into it they would in fact complain it was not complex enough and we would see countless rule variations and additions.

Now look, look how soon I am right! Deliberations galore, an entire board and google site dedicated to Brikspace, a mishmash of brikwars and vanguard rules.

I believe the easiest way to do this would be to convert the tons into pieces. Keep all the rules same as vanguard since they are in fact very simple. Very different from Brikwars, but very simple.

Interactions between a Vanguard ship and any character level rule-set are very unbalanced. The damage a 100 ton fusion powered ultraviolet laser can do is immense. Lobbing ICBM nukes at each other across the stars as a standard attack is incredible. Filling the space in between your ship and your enemies with a cloud of hypersonic metal is devastating.

Now imagine a minifig standing in front of the aperture of one of those 100ton lasers... him and the entire field behind him shall be toast.

This would definitely have to be on a scale that minifigs do not share. You used a good example describing the difference between Warhammer 40000 and Battlefleet Gothic. Brikspace, if it is to use a brik variation of vanguard rules, would end up the same way.

I would agree with most of that, except for the fact that Vanguard IS simple, it's not the same as Brikwars, and we (I) wanted to give it a very Brikwars feel. Thus, we're trying to use some of the same rulesets, and to use the same rulesets, you kind of need that feel to it, the feel that allows you to build, measure, and deploy your ships against someone else who has done the same. So, tons have basically become obsolete, instad being replaced by inches. The weight of the weapons doesn't matter so much, just how big it is. Same is true for engines and armor. Weight is not a factor in the equation. We only use inches. Now, unlike Brikwars, there is no weapon equation to figure out what it does based on how many inches it is; you simply give the weapon(s) one of the templates we offer. Because of the Brikwars style, however, we would make it okay for you to make your own weapon templates, giving you the equation we used to calculate those and everything.